Review of D1: Descent into the Depths of the Earth (original) (raw)
As part of the classic Giants-Drow-Queen series, Descent into the Depths of the Earth has the venturers move underground chasing the drow to perhaps finally discover who, or what, is behind the giant attacks on human settlements. The sixteen page module, originally played as the GenCon XI Tournament Module, comes with a three panel cardstock cover featuring some pretty below average art on the "player-facing" side (although the big-nosed bugbears are OK) and a wilderness-scale underground map plus a two-panel detail of the main encounter area on the "DM's side". In addition there are a number of generic encounter maps for various locales. As per previous AD&D modules of this era, the font is small, sans-serif with insufficient white-space; I was particularly amused when the author, in concluding the module, recommended making notes in the margin for future reference if the module is being used in a wider campaign. The internal art is only of a fair standard technically, but also shows some creative imagination and is contextually appropriate. Whilst I particularly liked the giant pack-lizard, I admit to grimacing at the the use of darkness on the Drow to represent their moral alignment and skin-tone. In our campaign we decided these light-adverse cave-dwelling beings were albinos instead.
The modules starts with the sort of rambling introduction that is typical of the author and in particular in this series. In brief; some Drow escaped across a bridge over a river of lava. The PCs can give chase and if necessary use a hoist to get their mules etc across. They can then follow a pre-determined map which pretty much gives one extremely obvious direction for the party to head; indeed only a group of complete fools would go in any off the trail and if they do they'll be in for a couple of lengthy and extremely dull game sessions. A reasonably good general description of the dangers confronting the underground combined with a synopsis of the main encounter areas concludes with a prohibition on teleportation due to "certain magnetic forces". A new creature, the Jermlaine, is introduced in this module as, as the author suggests, it is little more than a "dangerous nuisance". Indeed, they are not dissimilar to kobolds in many ways.
Random encounters are significant in a module with so much empty space to be determined by the DM. These vary according to the type of passage which is not dissimilar to an urban road system. Primary roads have the sort of traffic one would expect; mainly Drow merchants or patrols, bit occasionally trolls, beholders, bugbears and, most regrettably, the justly maligned gas spore. Secondary roads start getting a little odd with more spiders, giant slugs, mnd flayers (aka ilthilids) and wererats and the occasional purple worm, which presumably makes some new passage ways in the process. The tertiary passageways seem to be more biased to the bizarre; the ignoble lurker above and trapper, piercers, rust monsters and the like. Oddly enough, puddings, oozes and moulds are only to be found in the primary thoroughfares. I'd be complaining to the local council. I would have been delighted if there was some, indeed any, description of the trade routes, sources and the like of the various merchant caravans. Instead we are told that they're normal goods (cloth, leathers, wood, foodstuffs, wine) are "relatively worthless" but we are given a table of randomly determined broaches that the Drow leaders are meant to carry; determined on a 1d16 no less!
The first major encounter is an unavoidable Drow checkpoint; a page of combat statistics and tactics is provided, although the introduction did seem to indicate that it is quite plausible to talk one's way past the Drow, although any escapees from the previous module may make matters difficult. Tucked away at the end of all the various combat statistics and tactics is the barest hint that the Drow behind the giants conflict are in a competing faction to "the Fane", whomever or whatever that is; we can presume some sort of leader, however it is note explained in th text. If conflict does occur, the challenge should be relatively minor for the recommended party strength (7 to 9 characters averaging 10th level).The second major encounter is avoidable in theory, but would be a crying shame aesthetically if the players were to miss it - a delightful alliance of mind-flayers and wererats who are evidently no friends of the Drow - if any only if however the PCs are quick, for it is the intention of the 'flayers to put their Drow captive to the sword if they are disturbed in their questioning. Again, to a well organised high-level party this encounter will provide a modicum of challenge, although if they have not been previously encountered the effects of mind blast and dominantion may bring some mirth.
The final encounter area takes up a full four pages of the module; a large residential complex primarily inhabited by Drow, Gargolyes, Troglodytes, Bugbears and Trolls with a small supplement of undead and a lich to make up the numbers along with some very odd creatures at the entrance (a trapper, a purple worm and the dreaded piercers).. The lich is pretty cool, having decked out his apartment with a impressive voice alarm system throughout, has hidden his precious items well, and chooses discretion over valour. Despite the implication on the module's cover there really is not need to engage in wholesale slaughter here either; indeed one may be treated quite respectfully if news from certain previous encounters becomes known.
And that's all there is to it... the whole module is simply random encounters and three encounter areas which provide extremely little in terms of development of the overall storyline or for that matter, any purpose even in themselves. There is no internal quest, no objective, and no significant development to the larger storyline with the exception of possibly discovering that the the Drow are split in factions and the mindflayers and the Drow aren't the best of friends. However both of these are very minor contributions to the text. To put it simply, there is no reason for this module even to exist - the rare moments with a modicum of importance could certainly be incorporated into something that actually has some substance and story to it.